Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Adhoc vote count started by TheWhiteClown on Aug 10, 2023 at 6:36 PM, finished with 25 posts and 23 votes.

  • [X] WELCOME TO CITY 17 CITY 0
    -[X] Send a Scouting Party
    --[X] Sub-option: It pays to be cautious in situations like this, send them to one of the areas with a lower signal density.
    -[X] Produce Scanners
    -[X] Cold start Dark Fusion Reactor (1 Admin + 1 free die)
    -[X] Analyze Environmental Information
    -[X] Signal Analysis
    -[X] Listen
    -[X] Self Re-designation
    --[X] Administrator
    -[X] Base Designation
    --[X] Citadel Zero
    [X] Foundations First
    -[X] Send a Scouting Party
    --[X] Sub-option: It pays to be cautious in situations like this, send them to one of the areas with a lower signal density.
    -[X] Produce Scanners
    -[X] Shore up Facility Foundations (1 Admin + 1 free die)
    -[X] Initialize Overwatch Intelligence System
    -[X] Signal Analysis
    -[X] Practice
    -[X] Self Re-designation
    --[X] Overseer Zero
    -[X] Base Designation
    --[X] Section One
    [x] Plan Directed
    -[x] 1x Tactics Die Send a Scouting Party (DC ???, Gain information about the Unknown faction on this world.)
    -[x] 1x Administration Die Produce Viscerators (DC 25, Incapable of independent function, must be carried or launched by another unit or structure.)
    -[x] 1x Administration Die, 1x Free Die Cold start Dark Fusion Reactor (0/500)
    -[x] 1x Research Die Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice)
    -[x] 1x Research Die Signal Analysis (0/200, Gain information about the Unknown faction on this world.)
    -[x] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
    -[x] Self Re-designation (Free): Command
    -[x] Base Designation (Free): Entry Point
 
I wonder which time would be worse for everyone else in our Combine showing up before the Rise of the Empire or after it...or we could be WAY far back
 
Vote closed
Scheduled vote count started by Mantising on Aug 9, 2023 at 7:04 PM, finished with 28 posts and 24 votes.

  • [X] WELCOME TO CITY 17 CITY 0
    [X] WELCOME TO CITY 17 CITY 0
    -[X] Send a Scouting Party
    --[X] Sub-option: It pays to be cautious in situations like this, send them to one of the areas with a lower signal density.
    -[X] Produce Scanners
    -[X] Cold start Dark Fusion Reactor (1 Admin + 1 free die)
    -[X] Analyze Environmental Information
    -[X] Signal Analysis
    -[X] Listen
    -[X] Self Re-designation
    --[X] Administrator
    -[X] Base Designation
    --[X] Citadel Zero
    [X] Foundations First
    [X] Foundations First
    -[X] Send a Scouting Party
    --[X] Sub-option: It pays to be cautious in situations like this, send them to one of the areas with a lower signal density.
    -[X] Produce Scanners
    -[X] Shore up Facility Foundations (1 Admin + 1 free die)
    -[X] Initialize Overwatch Intelligence System
    -[X] Signal Analysis
    -[X] Practice
    -[X] Self Re-designation
    --[X] Overseer Zero
    -[X] Base Designation
    --[X] Section One
    [x] Plan Directed
    -[x] 1x Tactics Die Send a Scouting Party (DC ???, Gain information about the Unknown faction on this world.)
    -[x] 1x Administration Die Produce Viscerators (DC 25, Incapable of independent function, must be carried or launched by another unit or structure.)
    -[x] 1x Administration Die, 1x Free Die Cold start Dark Fusion Reactor (0/500)
    -[x] 1x Research Die Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice)
    -[x] 1x Research Die Signal Analysis (0/200, Gain information about the Unknown faction on this world.)
    -[x] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
    -[x] Self Re-designation (Free): Command
    -[x] Base Designation (Free): Entry Point
 
Turn 2: Discovery


BENEFACTION – A COMBINE QUEST


???, Month 1, ??? BBY.


Discovery, Turn 2

Last turn results:

[X]
Produce Scanners (DC 15): 65 Roll + 15 Skill = 80 CRIT, Bonus applied to other Admin tasks this turn.

[X]
Cold start Dark Fusion Reactor (0/500): (28 Roll + 15 Skill = 43) + (40 Roll + 15 Skill = 55) + 10 Bonus = (108/500)

Citadel Zero's reactor was never meant to be self-started, so you've been having to improvise a more robust connection between the reserve batteries and the Core. You're taking the time to be careful with it; you can't afford very many unsuccessful ignition attempts without completely draining your reserves.

Getting the scanners done early has helped to mitigate some issues, mainly in detecting the tiny structural defects in various power systems and the Core itself, as well as spotting for the Construction Striders, which had otherwise been getting themselves stuck in the mud trying to haul the cabling around.

[X] Analyze Environmental Information (DC 50): 27 Roll + 15 Skill = 42 Delayed, completes next turn.

As it turns out there's more serious damage to the observation systems than you had anticipated. While there's nothing you'd need to spend production time on, you still end up spending a significant amount of work just getting accurate readings in the first place, before you can even start making sense of them.

[X] Signal Analysis (0/200): 96 Roll + 15 Skill = (111/200)

You haven't quite managed to crack the communication systems of the locals, but you are to the point of distinguishing one individual transmitter from another. They are almost certainly digital transmissions rather than analog, and most traffic seems to be between three of the five inhabited locations you've detected, with the notable exception of the rare signals aimed skywards, no doubt to satellites or spacecraft you can't quite detect at this range.

The main cluster is almost certainly a city or town of some kind, with several identifiable transmitters regularly moving back and forth between the center and the two other sites. One of the two apparent destinations is where you sent the Insertion team.

[X] Send a Scouting Party (DC ???): 48 Roll + 5 Skill = 53

"Ordinal. Upload team mask playback data, and stand down."

"Copy Administrator, beginning transfer."

You select the moments just prior to the Insertion team making contact.

You see the rest of the Ordinal's squad ahead, trudging through the dark-bluish mud of the swamp, trying and occasionally failing to keep footing on the root systems below them. The mists of early morning cling close to the ground, starting to dissipate as the white-orange sun climbs ever higher in the sky. One of the subordinates calls out after a minute or so of marching.

"Viscon on target structure: bearing twenty-three, distance eighty-two meters."

"Confirmed signal, that's it." Another one replies, turning in that direction.

"All units, hunker down and check radials. Scalpel, move to position for observation. Return fire only."

You switch to the sniper's perspective as she clambers up the side of one of the purple plants and unslings her rifle, bracing it on a branch before leaning into the scope, keeping the targeting beam off.

An ornate, burnt-orange metallic dome rises up from the treeline in the Sniper's view, towering nearly twice the height of the surrounding plant life. Dozens of verandas and windows cover it's surface, most devoid of any presence, but a few have individuals either lounging or cleaning. Humans in fact; among a few other species and machines you can make out in the recording, true, but still humans.

Should you re-establish contact with the Overworld, you're going to have to examine their history more closely; they must have found their way here sometime prior to the Black Mesa facility's experiments with Interdimensional travel…

Glossing over that issue for the moment, you make note of at least five distinct species as the Scalpel unit pans over the structure: some with roughly the same body plan as the humans, others more strange. Pairs of squat green-skinned humanoids with faces that closely resemble one of the extinct domestic species on Earth stand guard with crude-looking melee weapons by the doors to some of the balconies.

"Probable HVTs in scope."

The Scalpel unit calls into her vocoder, and you can see why the unit made that determination; a pair of slug-like organisms are sprawled out in one of the verandas near the dome's peak. One is apparently naked, again with a bizarrely human-like face stretched over it's head, while the other is both larger and covered from head to tail in segmented metal plates in the same color as the dome itself. A pair of artificial, curling horns jut out of it's helmet. You can spot servos and cables between the joints of the armor, a kind of powered exoskeleton. Both organisms are tended to by a dozen or so attendants, organic and machine, serving drinks and food as the two converse.

"Ordinal, targets ar-"

Scalpel cuts herself off as a small flying organism attempts to soar into the veranda, only to bounce off a shimmering energy field before sliding down the side of the dome, much to the larger creatures' amusement as the field disappears from view once more.

"Scalpel, report status."

"-Rescind previous, HVTs are shielded, no firing solution. Resuming visual sweep, over."

The sniper also spots several light gun emplacements across the dome, but whether these are intended for anti-air or anti-personnel use you can't discern. As the sun begins to set, a open-topped vehicle exits from a bay on the lower portion of the Dome, heading for a wide dirt road that would appear to lead to the main signal cluster. Rather than wheels or legs, it's suspended off of the ground by an invisible force, simply gliding towards it's destination filled with some of the servants observed earlier. Likely a simple Anti-Gravitation system, but still worth dismantling for study later.

Your thoughts wander as you accelerate the recording, the Insertion team eventually retreating and calling for a Dropship back to the Citadel.

While you've seen hyperdiverse environs before, the number of sapient species and seemingly low population of this world would indicate separate evolutionary conditions, long before they were gathered here… Has another Interdimensional Empire managed to go unnoticed by the Combine, collecting species ahead of it's advance and sequestering them here?

[X] Listen (DC ???): 7 Roll + 5 Skill = 12

You enter into your regular 5-minute rest cycle as normal, shutting down two lobes to allow for the proper filtration of waste substances and cellular regeneration, the thrum of the Pod Synth's circulatory system echoing all around you.

There is a presence nearby.

It's not the stalker limping past your chamber, whose mind is almost too small for you to notice. The new thing feels almost like the flickering, detached presence of a Vortigaunt, the emotions and thoughts of a thousand, thousand minds bubbling just beneath the surface of one. It is close to you, feeling like it's pressed up all around the outside of the Pod, almost reluctant to get any nearer.

You know that there can't be anything there, this close to you without having fought through a Legion of Transhuman Soldiers… Still your mask slides away, and you open your mouth to reach for it.

It seems almost drawn into the connection, and you feel… You feel like you can see everything on the planet, every stem of every plant reaching skywards in search of the System's primary. You're still not sure what this is, but it will no doubt be of great benefit to the Combine, if you can control-

Pain. Pain flickers through your mind as whatever it is abruptly breaks free, pulling away farther, past the pod and into the cold walls around your chamber. It does not retreat fully, you can still sense it's presence, testing at the fringe of your power. You'll have to commit more study to this in the future, when you can afford the time…
Continued in Interlude 1.

Administrator

TRAITS:

Old
Thoughtful

STATS:
5 Tactics Skill, 1 Dice (+1 Base Dice)
15 Administration Skill, 2 Dice (+1 Base Dice, +1 from Skill)
15 Research Skill, 2 Dice (+1 Base Dice, +1 from Skill)
5 Diplomacy Skill, 1 Dice (+1 Base Dice)
5 Psionics Skill, 1 Dice (+1 Base Dice)

1 Free Dice

Unit Cap: 3/6 (+6 Base)

CITADEL ZERO
Facilities:
Dark Fusion Reactor (Inactive)
Smart Barriers (+0 to Base defense, Damaged)
Basic Fabricators

Garrison:
Combine Soldiers (Mechanized)
Combine Soldiers
Scanners
Construction Striders (U)
Stalkers (U)
Dropships (U)

TACTICS:

[ ] Assault the Dome (DC Variable, Combat.)
You've seen enough to determine that this is most likely a seat of power for some local polity. Whether or not it's the only one remains to be seen, however this is likely the best opportunity to attack with relative secrecy, as the longer you're here the more probable it is that they will notice. Better to strike now when they least expect it.​
Enemy Force Estimate:
One Unknown infantry, fortified with light gun emplacements.​

[ ] Sub-option: Objective: Capture the High-Value targets alive.
You're in desperate need of information, and most likely one of those Slug-like beings has all that you need and more.​

[ ] Commit Forces: (Write in non-utility units…)​

[ ] Abduction (DC 50, Gain captives and intelligence.)
Some of the local population seems to travel for long stretches between locations while relatively unguarded. You could capture one of these groups while maintaining secrecy, both testing their security and gaining you any technologies they may have with them.​

ADMINISTRATION:
Trivial Projects:

[ ] Repair Smart Barriers (DC 50, +5 to location defense once completed.)
A simple tool, but still among the most crucial for the purposes of the Combine; within Euclidean dimensions at least. Several sections will have to be replaced in their entirety to restore them to function.​

[ ] Produce Viscerators (DC 25, Incapable of independent function, must be carried or launched by another unit or structure.)
A small, flying Mechanical Unit that uses spinning blades offensively. They excel at clearing confined spaces on their own, and are compact enough to be carried by your Transhuman soldiers.​

[ ] Produce Scanners (DC 15)
These mobile surveillance machines are normally intended for use in Urban environs, one tool of many to allow the Overwatch System to properly maintain order through omnipresence and omniscience. But, perhaps in this case they would serve well in monitoring the surrounding swampland for any potential intruders.​

Primary Projects:

[ ] Cold start Dark Fusion Reactor (108/500)
The preliminary work of starting up the reactor is complete, and you've insulated it's emissions as much as you are able to do with available materials. It won't be blatantly visible from orbit when the reactor comes online, at the minimum.​

Now that you've confirmed the technological abilities of the local population, it may be possible to supplement your batteries with their energy sources, allowing you to be more aggressive in Cold Start procedures.
You have seven turns of battery power remaining.

[ ] Setup a Suppression system (0/100 +10 to location defense once completed.)
A bank of Dark Energy Pulsor arrays would provide the facility with a good deal of firepower of it's own, including against aerial assaults in the event of an attack on Citadel Zero. This would unfortunately come at a significant cost to your currently-limited energy reserves, should you actually need to use them.
Consumes one turn's worth of energy per use until the Dark Fusion Reactor is online.

[ ] Shore up Facility Foundations (0/150)
While less urgent than the other matters, preventing your facility from becoming an archaeological site in a few months is a matter of some import.​

Further Options locked until base repairs are complete and the Reactor is online.

RESEARCH

Trivial Projects:

[ ] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice)
The term 'Force Multiplier' is most often used in the Military context, and while that usage does hold true for the Overwatch System, it is your analysis that it serves more as an Administrative force multiplier, for it is this tool that is most often enforces the Combine's grasp on a world, no matter what challenges it provides.​

[X] Analyze Environmental Information (DC 50, Gain passive situational awareness)
Even now your base's systems are collecting a wide variety of data on the surrounding environment, you should be able to organize this information and compare it to references from other worlds integrated into the Combine to get some idea of what's out there.
Delayed, completes next turn at no dice cost.

Primary Projects:

[ ] Defoliant Studies (0/100, Enables non-aerial logistics running out of your base.)
While the Dropship Synth is efficient, you only have so many of them for the time being. Finding a suitable compound for clearing away the flora to establish a roadway for your land vehicles will free up significant resources.​

[ ] Signal Analysis (111/200, Gain information about the Unknown faction on this world.)
The Combine has over it's centuries of expansion encountered countless forms of communication across species: controlled dermal combustion, direct bio-optical fiber linkage, the Advisor's own telepathic abilities, among others too bizarre to describe. It shouldn't be so difficult to determine the contents of a simple electromagnetic broadcast.​

The gaze of your data-link lands on the intended object of your research, the deceptively small disk currently stowed not far from your pod... No, you'll have to be patient to unlock it's secrets.
Arbeit Data Disk decryption locked until the construction of a Supercomputer Array.

DIPLOMACY:


[ ] Send Probes (DC 45, Gain more active intelligence on the locals.)
You've seen the locals using all manner of independent machines, including small drones not dissimilar to your Scanners. It's possible that they will simply ignore the machines if you send them in to collect further information.​

PSIONICS:

[ ] Practice (DC Variable, Small chance to improve Psionics skill.)
You can't actually recall the last time you needed to Hatch, but given the circumstances it might be time to stretch your abilities a little, should that time come again on this Unknown world.​

PERSONAL:

(No actions available.)​

(AN: Took me a little longer this time, but we're here now. I'll say that the Intel projects won't be around forever, you're still in the 'Where am I' phase, just whenever you have enough of them for me to give a write-up on the goings on. I don't know when I'll have the Interlude up, work is a little intense right now but I'm aiming for Friday at the latest.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 8:00PM CST this Friday.)
 
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[X] POINT INSERTION
-[X] Abduction (DC 50, Gain captives and intelligence.) 1 Tactics Die
-[X] Cold start Dark Fusion Reactor (108/500) 2 Administration Dice
-[X] Shore up Facility Foundations (0/150) 1 Free Die
-[X] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice) 1 Research Die
-[X] Signal Analysis (111/200, Gain information about the Unknown faction on this world.) 1 Research Die
-[X] Send Probes (DC 45, Gain more active intelligence on the locals.) 1 Diplomacy Die
-[X] Practice (DC Variable, Small chance to improve Psionics skill.) 1 Psionics Die

Draft plan for now. I figure there's no way we're ready to tackle the city yet, much less face whatever might come to investigate. Bringing some locals into the fold will offer vital manpower and intel, and if we're lucky, will only result in a limited response. Beyond that, more intel and infrastructure is always good.
 
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I'll clarify that the Dome isn't a city, not unless there's a significant portion of it underground. It's one of the less-populated areas as determined by their transmissions. Could be a fortress, lab or anything else really.
 
Yeah we don't have enough information on the dome yet to say what it is. But I am behind abducting a local.

I'm not sure how the Combine handles learning a new language. It's probably not very nice. :V
 
Yeah we don't have enough information on the dome yet to say what it is. But I am behind abducting a local.

I'm not sure how the Combine handles learning a new language. It's probably not very nice. :V
I'm going for the SG-1 method of handling languages, which is if it's not Basic/English it's weird and needs to be learned and if it is we're just going to politely ignore the fact that we can talk to each other.
 
From what I could gather, it appears that we've teleported on a Hutt controlled or aligned world, this could mean we've probably somewhere within Hutt space or at the very least an outer rim world with Hutt cartel Leanings.
 
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From my highly limited understanding of how the Force works, I feel like the Advisor would probably be a better Light Side user once we figure out how to translate our current psychic bullshit into the native psychic bullshit. Light Side Force Use emphasizes a lot of calm, and Dark Side Force Use requires intense negative emotions, and our Advisor seems to be mostly emotionless. On the other hand, if we could harness the suffering caused by the Combine, that would probably be a great power source for Dark Side Force Use.

On the other other hand, I am absolutely getting ahead of us here, because while we CAN definitely touch the Force, our one and only interaction with it involved it bolting after three seconds of use and giving us a headache for our trouble.

EDIT: Vote is open.

[X] POINT INSERTION
-[X] Abduction (DC 50, Gain captives and intelligence.) 1 Tactics Die
-[X] Cold start Dark Fusion Reactor (108/500) 2 Administration Dice
-[X] Shore up Facility Foundations (0/150) 1 Free Die
-[X] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice) 1 Research Die
-[X] Signal Analysis (111/200, Gain information about the Unknown faction on this world.) 1 Research Die
-[X] Send Probes (DC 45, Gain more active intelligence on the locals.) 1 Diplomacy Die
-[X] Practice (DC Variable, Small chance to improve Psionics skill.) 1 Psionics Die

I like this plan. The only thing I might change about it would be swapping the Facility Foundations for Smart Barriers, but I don't think we're going to get attacked in the next couple of turns so it's probably safe to think about long-term structural stability instead of immediate defense. Once we have the reactor up and running though I feel like we should get the Smart Barriers and the Suppression System set up.
 
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[X] POINT INSERTION
-[X] Abduction (DC 50, Gain captives and intelligence.) 1 Tactics Die
-[X] Cold start Dark Fusion Reactor (108/500) 2 Administration Dice
-[X] Shore up Facility Foundations (0/150) 1 Free Die
-[X] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice) 1 Research Die
-[X] Signal Analysis (111/200, Gain information about the Unknown faction on this world.) 1 Research Die
-[X] Send Probes (DC 45, Gain more active intelligence on the locals.) 1 Diplomacy Die
-[X] Practice (DC Variable, Small chance to improve Psionics skill.) 1 Psionics Die
 
How the heck did a plan that failed to focus on the one action that gets us more die including a free die quick win earlier?

Ah well.

[X] POINT INSERTION

Personally, I'd prefer if we focused all free die on the reactor instead of supports because the sooner we have the reactor up, the easier other things will likely be including the supports action.
 
This is a cool quest, looking forward to more!

Wonder if the Combine would fall to the same fallacities of the force like the Rakatan did, making a civilization dependent on malice machinery biding its time. Truely a poisoned chalice to think satiating the darkside gives control... :whistle:
 
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